Papers by Keyword: Augmented Reality (AR)

Paper TitlePage

Abstract: We report on the development and systematic validation of an ultra-pure silicon carbide (SiC) source material specifically engineered for physical vapor transport (PVT) growth of optical-and electronic-grade single crystals. The material is synthesized by chemical vapor deposition (CVD) using high-purity chlorosilane and methane precursors, yielding dense, void-free polycrystalline 3C-SiC with precise 1:1 stoichiometry. Over more than two years of continuous production, bulk metallic impurities across 17 monitored elements were consistently maintained below 100 parts per billion by weight (ppbw), with most batches achieving <50 ppbw. Surface metals, assessed after proprietary crushing and cleaning processes, were similarly controlled to <100 ppbw. Nitrogen levels, determined by secondary ion mass spectrometry (SIMS), remained stable in the low 10¹⁵ cm⁻³ range, enabling semi-insulating or precisely doped crystal growth. Purity and reproducibility were verified by a cross-technique analytical approach including glow discharge mass spectrometry (GDMS), and inductively coupled plasma mass spectrometry (ICP-MS). Microstructural investigations confirmed dense, void-free grains and high crystallographic uniformity. With production capacity scaling toward 60 tons per month, this CVD-based SiC source material establishes a robust platform for next-generation PVT growth. Its combination of ultra-low contamination, structural integrity, and scalable manufacturing positions it as a key enabler for optical SiC applications such as transparent wafers for augmented reality (AR) systems, as well as advanced power and RF devices.
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Abstract: As the manufacturing industry rapidly evolves with the emergence of virtual and augmented reality technologies, engineering education must adapt to prepare students for these advancements. This paper proposes a comprehensive framework for integrating Virtual reality (VR and Augmented reality (AR) into computer-aided manufacturing curricula at the university level. The framework outlines strategies for incorporating immersive technologies into traditional CAD and CAM coursework, aiming to enhance student’s understanding of complex manufacturing processes and improve their practical skills. By leveraging tools such as Siemens NX VR module and AR platforms, the framework facilitates a more interactive and engaging learning environment, allowing students to visualize, manipulate, and test designs in a virtual space before physical production. The study also discusses the challenges of implementing VR and AR in educational environments, including technical, financial, and pedagogical considerations, and provides solutions to address these issues. The results suggest that integrating VR and AR can significantly enrich the educational experience, equipping students with the skills and knowledge necessary for the future of digital manufacturing.
91
Abstract: This article presents possibilities of precision assembling process by using special tools of the augmented reality (AR) and logical procedures from related areas such as a Computer Aided Design and Planning. These possibilities are implemented in the virtual assembling environment of AR, where engineers and designers can see important information about an exact position and orientation of the single assembly element that creates a part of the entire assembly structure. By means of this the application of AR allows costumer to see the motion process of single assembly item according to its trajectory and prevents the possible mistakes in the assembling processes.
106
Abstract: A remote chess play system based on augmented reality has been designed, and that could achieve two people face-to-faces playing chess but in fact the two people are separated by distance. The remote chess play system could be subdivided into six modules, and they are 3D video collected live, chessboard recognition, chess motion detection, compression and translation, virtual-real registration and virtual-real synthesis and 3D video played. The six modules have been introduced in details, and chessboard recognition and alternation of registration have been focused on in this paper. SSIFT-Mean Shift algorithm would be put forward, improving traditional Mean Shift algorithm when the target and background are under the condition of high similarity then the goals are easily lost. More important, real-time is enhanced. Currently the system has been used in practice and the method developed in the remote chess play system also can be applied to the remote medical treatment, distance education and remote interaction, etc.
1788
Abstract: This paper presents the design and development of a Mobile Augmented Reality Map (MARM) which shows map information on the real world video rather than a plane. The proposed system uses wireless Geographic Information System (GIS), and video camera and gyroscope of a smart phone. MARM has the advantage of GIS and the convenience of mobile phones, and is an extremely intuitive way to use map.
2014
Abstract: In this Paper we Investigated Access Technology of the Light Illumination Information in Real Scene. by Analyzing the Conventional Method, we Proposed a Method to Access Light Illumination Information of High Dynamic Range Image. in the Method, the Image Information Obtained by Camera was Converted to the Panoramic Image by Using Image Mosaic Technology and then Converted to the High Dynamic Range Image by the Software HDR.
952
Abstract: In this paper, an iterative method is proposed to obtain the mixed-restriction solutions of . By the iterative method, the solvability of the matrix equation can be determined automatically. And if the matrix equation is consistent, then, for any initial value, the sequence generated by the iterative method, converges to the true solution within finite iteration steps in the absence of round off errors. Also, for the special initial value, the minimum norm solution can be obtained. Finally, two numerical examples are presented to demonstrate the efficiency of the iterative method.
1439
Abstract: To provide certain level of serviceability, road authorities need to perform appropriate and timely maintenance and rehabilitation (M&R) activities. Manholes on roads are the most persecution for the evenness of pavements. Lowering manholes into road structures is a good approach to keep the serviceability of pavement. However, a vast expanse of road systems greatly increases the complexity of manhole identifications. Therefore, an emerging method to find the manholes beneath pavements is needed. In this study, radio frequency identification (RFID) technology was used to identify manholes. RFID tags stuck on the metal were buried in asphalt concrete at different depths and then were identified from laboratory experiments. On the other hand, location-based service (LBS) has been applied to mobile devices with mobile positioning functions to provide users with location-specific services for several years. Augmented reality (AR) can support users in manipulating virtual objects in real environments. In this study, a mobile manholes monitoring system (MMS) and a web-based MMS based on LBS and AR were developed. The RFID adhered to covers of manholes beneath pavements can be easily monitored by the mobile MMS. The location and information of neighboring manholes will be transmitted from the web-based MMS and be shown on the mobile MMS based on the AR technology. By using RFID and AR technologies, the time and costs of manhole identifications can be significantly decreased and then pavement maintenance activities also can be timely processed.
877
Abstract: The project is mainly to study the mobile terminal application of public interaction urban management process based on augmented reality ( AR ) technology. In the real three-dimensional interactive process, using the augmented reality technology , such as: image recognition, position location, object recognition and tracking technology. According to the tracking, positioning and calibration technology, we complete the detection of the position and orientation, and transmit data to the mobile terminal to enhance the augmented reality ( AR ) system. In this system the coordinates of tracked objects in the real world and the in the virtual world were unified to achieve seamless integration of the virtual world and the user environment , so that the reality and virtual information can achieve continuous interaction
2581
Abstract: This paper researches on 3D visualization of underground antique tomb based on Augmented Reality .At first,this paper established 3D model of antique tomb with OpenGL in VC++6.0. In order to establish augmented reality 3D model of antique tomb, the OpenGL model of antique tomb was transferred into ARToolKit and realized 3D augmented reality visualization in ARToolKit. As ARToolKit uses computer vision techniques to calculate the real camera position and orientation relative to marked cards,so it is difficult to provide AR applications in outdoor environment. At last, this paper puts forth a new method to allow ARtoolkit to receive the data of GPS and 3D electronic compass, so it can make 3D registration with both computer vision and sensors.
1434
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